New vid on Dandy J’s page, it’s awesome. Great Duo Lon too.
I think CCs for me will be changing my style as much as my style for Rufus in IV changes once I get some ultra. I usually go for a constant mixup game, while playing it safe, but once I get ultra I immediately go pressure them into the corner to get off dive kick->:hp:->GT->ultra.
So I’ll probably just go for whatever my character’s CC starter is and get them to where by the middle of it they’ll be in the corner or near it.
Good luck with that strategy. You shouldn’t compare CC’s to Ultras. Especially since it’s not as easy as landing Rufus’ Ultra.
um thats pretty much the idea with CC. you get more reward for going on offense, dunno why you think thats a bad idea
What I meant was that he shouldn’t compare the two because you can’t combo into a CC. You saw for yourself in those matches you uploaded that not every time someone had CC ready they were able to land it. Compare that to Rufus and hell nearly every match with him shows him landing his Ultra.
[media=youtube]hpGunzsGlwc"[/media] Yokohama p11 up on Dandy’s account.
CCs: Ultras without the FAIL.
WOW, that last CC combo with Andy was awesome, I wish I could have seen full damage :hitit:
The CC was straight but I wasn’t blown away by it
Yeah. Looks like someone saw Ryo’s CC and tried something similar with Andy.
Wow I’m sooo hyped up for this game…I love the offensive nature of this game. Gonna be a great change of pace from SF4.
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Man, Ralf… geez. So nasty.
That 9 hit Ralf combo in the second vid was almost a CC, lol. As much as I’ve heard of the possibility of that happening, that’s the first time I’ve seen it done so well.
Quick question: All that hopping Iori did VS Kyo, when I try to go on hop offensives in older KoF’s (specifically 98UM), I always just get Dragon Punch punished. Is that not as good a strategy in this game for people, hence them not doing it, or are people just not using it (And simply standing weak punches) enough VS these tactics?
yeah the raslph combo was first seen in the yokohama vids first iirc.
and the asnwer to your question probably has to do with anticipation and reaction.
Do you think it would be a good idea to create a separate video thread sorted by individual characters? I know we have a character thread and this video thread, but I was snooping around the Blaze Blue forum and I found their beginner’s match videos thread to be very helpful. Also Street Fighter 4 has it has well.
I think there’s enough video of KOF XII to support a organized match up thread too, and I’m willing compile links if nobody else wants to do it since I’ve been following KOF XII videos religiously.
they are going to make character specific forums later, once they do that then they can organize the videos accordingly
I don’t know about being dragon punch punished (that’s pretty risky to attempt against multiple hops in a row) but jabs and other normals can punish startups of hops with minimal risk, as well as vertical/jump back horizontal attacks. These AI guys don’t know how to defend against hops at all, they just take it.
In 98/um and 2002/um I always uses stand A’s to stop hops, however its quite different in XII. It seems like it only works well when the opponents hop from really close to you. If they do a hyper hop from further away, a stand A will get stuffed and get followed up by a combo. Sometimes when you try to do a stand A from a close hopping player, you will end up eating a d. D or d. B. Also only some characters have good stand A’s (ie. Ralf, Clark, Terry, Ryo) but many don’t for AA (Iori, Benimaru, Chin, Kensou).
As far as our match videos, the ones uploaded don’t really show much of all the things we do. For example, I use Kyo’s stand A quite often, I even use it when I dash in and it works well to stop opponents in their tracks. You can use this tactic to mix it up with throw/CC starter/hop/down B or just dash and block.
If you see the video with Ralf in it, Reynald did alot of b+cd. guess that counts as bad def?? we all have pretty pressure tactics. all of us know what the possibilities are when a person rushes with short a bunch of short hop+ground game mixups. you’ll see for yourself if you actually end up playing the game.
also for tryn to counter with a dp is super risky… if i hear the guy move his stick pretty fast im going to assume hes tryn to retaliate and ill just block. if he tries to do a dp and whiffs thats a big combo hes going to eat. the only times id actually advise doing dp as a counter to short hops is online just because you cant hear or get a feel to what your opponent is going to do in a general basis…
Well that’s how it is in 98/2k2. Not a good idea to use stand jab anti-airs from hops already coming at you.
Well yeah, that’s why I said “minimal risk”. The counter to stand jab anti-airs is generally low sweeps, you got to use your judgement. However, from the looks of it from the videos alone, there is rarely any sweeps used in place of when the opponent might assume a hop would come instead, and hops are being taken as “free pressure attempts”.
Iori does not have a good ground normal for anti-air at that range(where the startup of a hop would occur) but he has good vertical air normals that achieve the same thing. I don’t know, while I haven’t played kof12, I can’t imagine why you would not be able to apply theory from previous kofs in this case, what has possibly changed in terms of hops and anti-air normals that would prevent it? I doubt anti-air normals have lost their hitbox and speed and I doubt hop attacks have gotten huge stun and less startup(which would make anti-airing them in this manner to be pretty risky).